using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.InputSystem.UI; using static UIconfig; public class EventsystemMode_Ctrl : MonoBehaviour { //public GameObject myself_GObj; //public GameObject StandaloneInputModule_GObj; //public GameObject InputSystem_GObj; public StandaloneInputModule StandaloneInputModule_script; public InputSystemUIInputModule InputSystem_script; private int GpMode_before = -99; void Start() { Update2(); } private void Update() { /* Update3(); */ } private void Update3() { Update2(); if (GpMode_before != UIconfig.InputManagerVersion) EventSystemModule = InputManagerVersion; //if (GpMode_before != UIconfig.EventSystemModule) } private void Update2() { //Todo Eventbased switch (UIconfig.EventSystemModule) { case 0: break; case 1: //StandaloneInputModule_script.ActivateModule(); //InputSystem_script.DeactivateModule(); gameObject.GetComponent<StandaloneInputModule>().enabled = true; gameObject.GetComponent<InputSystemUIInputModule>().enabled = false; break; case 2: //InputSystem_script.ActivateModule(); //StandaloneInputModule_script.DeactivateModule(); case 3: default: gameObject.GetComponent<StandaloneInputModule>().enabled = false; gameObject.GetComponent<InputSystemUIInputModule>().enabled = true; break; } GpMode_before = UIconfig.GameplayMode; } }